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786 lines
22 KiB
C++
786 lines
22 KiB
C++
// Residual - Virtual machine to run LucasArts' 3D adventure games
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// Copyright (C) 2003-2005 The ScummVM-Residual Team (www.scummvm.org)
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//
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// This library is free software; you can redistribute it and/or
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// modify it under the terms of the GNU Lesser General Public
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// License as published by the Free Software Foundation; either
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// version 2.1 of the License, or (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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#include "stdafx.h"
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#include "debug.h"
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#include "costume.h"
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#include "textsplit.h"
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#include "engine.h"
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#include "colormap.h"
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#include "keyframe.h"
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#include "material.h"
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#include "model.h"
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#include "lua.h"
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#include "imuse/imuse.h"
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#include <string>
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#include <cstdio>
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#include <map>
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// A costume in the Residual/GrimE engine consists of a set of
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// components, and a set of chores. Each component represents an
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// on-screen object, or a keyframe animation, or a sound effect; each
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// chore gives a set of instructions for how to move and/or activate
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// or deactivate each component at certain times.
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//
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// Each actor contains a stack of costumes, on which a new costume can
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// be pushed or from which an old costume can be popped at any time.
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// For the most part, these costumes are independent. The exception
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// is the main model component ('MMDL'), for which multiple costumes
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// share the same base 3D object (if they refer to the same file).
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//
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// This is complicated by the fact that multiple keyframe animations
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// can have an effect on the positions of the 3D objects. Each
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// keyframe animation has certain nodes internally "tagged", and the
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// keyframe components specify precedences for the tagged nodes and
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// for the non-tagged nodes. If the highest precedence for a given
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// node is given by multiple keyframe animations, their contributions
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// are averaged.
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//
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// Each component can implement several virtual methods which are
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// called by the costume:
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//
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// init() -- allows the component to initialize itself. This is
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// separate from the constructor since there are cases where
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// information from child components may be needed before
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// the object can be fully constructed. This is particularly
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// the case with colormaps, which are needed before even
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// starting to load a 3D model.
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// setKey(val) -- notifies the component of a change in the "state"
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// given by a playing chore
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// update() -- gives the component a chance to update its internal
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// state once every frame
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// setupTexture() -- sets up animated textures for the object. This
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// is a separate stage from update() since all the
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// costumes on screen need to get updated before any
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// drawing can start.
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// draw() -- actually draws the component onto the screen
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// reset() -- notifies the component that a chore controlling it
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// has stopped
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//
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// For the 3D objects, a model's component first initializes internal
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// state for the model's nodes in its update() method. Then the
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// keyframes' update() methods work with this data to implement the
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// precedence and add up all contributions for the highest precedence.
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// Then the model's draw() method does the averaging and draws the
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// polygons accordingly. (Actually, this is a lie -- the top-level
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// 3D objects draw themselves and all their children. This makes it
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// easier to move objects Manny is holding when his hands move, for
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// example.)
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//
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// For bitmaps, the actual drawing is handled by the Scene class. The
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// bitmaps to be drawn are associated to the needed camera setups
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// using NewObjectState; bitmaps marked OBJSTATE_UNDERLAY and
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// OBJSTATE_STATE are drawn first, then the 3D objects, then bitmaps
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// marked OBJSTATE_OVERLAY. So the BitmapComponent just needs to pass
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// along setKey requests to the actual bitmap object.
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class BitmapComponent : public Costume::Component {
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public:
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BitmapComponent(Costume::Component *parent, int parentID, const char *filename);
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void setKey(int val);
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private:
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std::string _filename;
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};
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class ModelComponent : public Costume::Component {
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public:
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ModelComponent(Costume::Component *parent, int parentID, const char *filename);
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void init();
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void setKey(int val);
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void update();
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void reset();
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void setColormap(CMap *c);
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void setMatrix(Matrix4 matrix) { _matrix = matrix; };
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~ModelComponent();
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Model::HierNode *hierarchy() { return _hier; }
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void draw();
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protected:
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std::string _filename;
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ResPtr<Model> _obj;
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ResPtr<CMap> _cmap;
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Model::HierNode *_hier;
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Matrix4 _matrix;
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};
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class MainModelComponent : public ModelComponent {
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public:
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MainModelComponent(Costume::Component *parent, int parentID, const char *filename);
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MainModelComponent(const char *filename, Model *prevObj, Model::HierNode *prevHier);
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void init();
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void update();
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void reset();
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~MainModelComponent();
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private:
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bool _hierShared;
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friend class Costume;
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};
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class MeshComponent : public Costume::Component {
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public:
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MeshComponent(Costume::Component *parent, int parentID, const char *name);
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void init();
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void setKey(int val);
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void update();
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void reset();
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~MeshComponent() { }
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void setMatrix(Matrix4 matrix) { _matrix = matrix; };
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Model::HierNode *node() { return _node; }
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private:
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int _num;
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Model::HierNode *_node;
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Matrix4 _matrix;
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};
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BitmapComponent::BitmapComponent(Costume::Component *parent, int parentID, const char *filename) :
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Costume::Component(parent, parentID), _filename(filename) {
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}
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void BitmapComponent::setKey(int val) {
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ObjectState *state = g_engine->currScene()->findState(_filename.c_str());
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if (state != NULL)
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state->setNumber(val);
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else
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warning("Couldn't find bitmap %s in current scene\n", _filename.c_str());
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}
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ModelComponent::ModelComponent(Costume::Component *parent, int parentID, const char *filename) :
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Costume::Component(parent, parentID), _filename(filename), _obj(NULL), _cmap(NULL), _hier(NULL) {
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}
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void ModelComponent::init() {
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if (_obj == NULL) {
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// Skip loading if it was initialized
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// by the sharing MainModelComponent
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// constructor before
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if (_cmap == NULL) {
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warning("No colormap specified for %s\n", _filename.c_str());
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_cmap = g_resourceloader->loadColormap("item.cmp");
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}
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_obj = g_resourceloader->loadModel(_filename.c_str(), *_cmap);
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_hier = _obj->copyHierarchy();
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_hier->_hierVisible = false;
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}
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// If we're the child of a mesh component, put our nodes in the
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// parent object's tree.
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if (_parent != NULL) {
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MeshComponent *mc = dynamic_cast<MeshComponent *>(_parent);
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if (mc != NULL)
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mc->node()->addChild(_hier);
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else
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warning("Parent of model %s wasn't a mesh\n", _filename.c_str());
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}
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}
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void ModelComponent::setKey(int val) {
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_hier->_hierVisible = (val != 0);
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}
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// Reset the hierarchy nodes for any keyframe animations (which
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// are children of this component and therefore get updated later).
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void ModelComponent::update() {
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for (int i = 0; i < _obj->numNodes(); i++) {
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_hier[i]._priority = -1;
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_hier[i]._animPos = _hier[i]._pos;
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_hier[i]._animPitch = _hier[i]._pitch;
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_hier[i]._animYaw = _hier[i]._yaw;
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_hier[i]._animRoll = _hier[i]._roll;
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_hier[i]._totalWeight = 1;
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}
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}
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void ModelComponent::reset() {
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_hier->_hierVisible = false;
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}
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void ModelComponent::setColormap(CMap *c) {
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_cmap = c;
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}
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ModelComponent::~ModelComponent() {
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if (_hier != NULL && _hier->_parent != NULL)
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_hier->_parent->removeChild(_hier);
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delete[] _hier;
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}
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void ModelComponent::draw() {
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if (_parent == NULL)
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// Otherwise it was already drawn by
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// being included in the parent's hierarchy
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_hier->draw();
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}
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MainModelComponent::MainModelComponent(Costume::Component *parent, int parentID, const char *filename) :
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ModelComponent(parent, parentID, filename), _hierShared(false) {
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}
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// Constructor used if sharing the main model with the previous costume
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MainModelComponent::MainModelComponent(const char *filename, Model *prevObj, Model::HierNode *prevHier) :
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ModelComponent(NULL, -1, filename), _hierShared(true) {
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_obj = prevObj;
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_hier = prevHier;
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}
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void MainModelComponent::init() {
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ModelComponent::init();
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_hier->_hierVisible = true;
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}
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void MainModelComponent::update() {
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if (!_hierShared)
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// Otherwise, it was already initialized
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// and reinitializing it will destroy work
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// from previous costumes
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ModelComponent::update();
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}
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void MainModelComponent::reset() {
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_hier->_hierVisible = true;
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}
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MainModelComponent::~MainModelComponent() {
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if (_hierShared)
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_hier = NULL; // Keep ~ModelComp from deleting it
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}
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class ColormapComponent : public Costume::Component {
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public:
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ColormapComponent(Costume::Component *parent, int parentID, const char *filename);
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ColormapComponent *copy(Costume::Component *newParent);
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~ColormapComponent();
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private:
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ResPtr<CMap> _cmap;
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};
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ColormapComponent::ColormapComponent(Costume::Component *parent, int parentID, const char *filename) :
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Costume::Component(parent, parentID) {
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_cmap = g_resourceloader->loadColormap(filename);
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ModelComponent *mc = dynamic_cast<ModelComponent *>(parent);
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if (mc != NULL)
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mc->setColormap(_cmap);
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}
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ColormapComponent::~ColormapComponent() {
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}
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class KeyframeComponent : public Costume::Component {
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public:
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KeyframeComponent(Costume::Component *parent, int parentID, const char *filename);
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void init();
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void setKey(int val);
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void update();
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void reset();
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~KeyframeComponent() {}
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private:
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ResPtr<KeyframeAnim> _keyf;
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int _priority1, _priority2;
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Model::HierNode *_hier;
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bool _active;
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int _repeatMode;
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int _currTime;
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};
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KeyframeComponent::KeyframeComponent(Costume::Component *parent, int parentID, const char *filename) :
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Costume::Component(parent, parentID), _priority1(1), _priority2(5), _hier(NULL), _active(false) {
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const char *comma = std::strchr(filename, ',');
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if (comma != NULL) {
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std::string realName(filename, comma);
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_keyf = g_resourceloader->loadKeyframe(realName.c_str());
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std::sscanf(comma + 1, "%d,%d", &_priority1, &_priority2);
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} else
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_keyf = g_resourceloader->loadKeyframe(filename);
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}
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void KeyframeComponent::setKey(int val) {
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switch (val) {
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case 0:
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case 1:
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case 2:
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case 3:
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if (!_active || val != 1) {
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_active = true;
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_currTime = -1;
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}
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_repeatMode = val;
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break;
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case 4:
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_active = false;
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break;
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default:
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warning("Unknown key %d for keyframe %s\n", val, _keyf->filename());
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}
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}
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void KeyframeComponent::reset() {
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_active = false;
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}
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void KeyframeComponent::update() {
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if (!_active)
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return;
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if (_currTime < 0) // For first time through
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_currTime = 0;
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else
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_currTime += g_engine->frameTime();
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int animLength = (int)(_keyf->length() * 1000);
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if (_currTime > animLength) { // What to do at end?
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switch (_repeatMode) {
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case 0: // Stop
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case 3: // Fade at end
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_active = false;
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return;
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case 1: // Loop
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do
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_currTime -= animLength;
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while (_currTime > animLength);
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break;
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case 2: // Hold at end
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_currTime = animLength;
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break;
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default:
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warning("Unknown repeat mode %d for keyframe %s\n", _repeatMode, _keyf->filename());
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}
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}
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_keyf->animate(_hier, _currTime / 1000.0, _priority1, _priority2);
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}
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void KeyframeComponent::init() {
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ModelComponent *mc = dynamic_cast<ModelComponent *>(_parent);
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if (mc != NULL)
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_hier = mc->hierarchy();
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else {
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warning("Parent of %s was not a model\n", _keyf->filename());
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_hier = NULL;
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}
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}
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MeshComponent::MeshComponent(Costume::Component *parent, int parentID, const char *name) :
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Costume::Component(parent, parentID), _node(NULL) {
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if (std::sscanf(name, "mesh %d", &_num) < 1)
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error("Couldn't parse mesh name %s\n", name);
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}
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void MeshComponent::init() {
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ModelComponent *mc = dynamic_cast<ModelComponent *>(_parent);
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if (mc != NULL)
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_node = mc->hierarchy() + _num;
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else {
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warning("Parent of mesh %d was not a model\n", _num);
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_node = NULL;
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}
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}
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void MeshComponent::setKey(int val) {
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_node->_meshVisible = (val != 0);
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}
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void MeshComponent::reset() {
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_node->_meshVisible = true;
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}
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void MeshComponent::update() {
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_node->setMatrix(_matrix);
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_node->update();
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}
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class MaterialComponent : public Costume::Component {
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public:
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MaterialComponent(Costume::Component *parent, int parentID, const char *filename);
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void init();
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void setKey(int val);
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void setupTexture();
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void reset();
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~MaterialComponent() { }
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private:
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ResPtr<Material> _mat;
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std::string _filename;
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int _num;
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};
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MaterialComponent::MaterialComponent(Costume::Component *parent, int parentID, const char *filename) :
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Costume::Component(parent, parentID), _filename(filename), _num(0) {
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warning("Constructing MaterialComponent %s\n", filename);
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}
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void MaterialComponent::init() {
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warning("MaterialComponent::init on %s\n", _filename.c_str());
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// The parent model and thus all its textures should have been
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// loaded by now, so passing an arbitrary colormap here
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// shouldn't cause problems.
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ResPtr<CMap> cmap = g_resourceloader->loadColormap("item.cmp");
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_mat = g_resourceloader->loadMaterial(_filename.c_str(), *cmap);
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}
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void MaterialComponent::setKey(int val) {
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_num = val;
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}
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void MaterialComponent::setupTexture() {
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_mat->setNumber(_num);
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}
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void MaterialComponent::reset() {
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_num = 0;
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}
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class LuaVarComponent : public Costume::Component {
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public:
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LuaVarComponent(Costume::Component *parent, int parentID, const char *name);
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void setKey(int val);
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~LuaVarComponent() { }
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private:
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std::string _name;
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};
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LuaVarComponent::LuaVarComponent(Costume::Component *parent, int parentID, const char *name) :
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Costume::Component(parent, parentID), _name(name) {
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}
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void LuaVarComponent::setKey(int val) {
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lua_pushnumber(val);
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lua_setglobal(const_cast<char *>(_name.c_str()));
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}
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class SoundComponent : public Costume::Component {
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public:
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SoundComponent(Costume::Component *parent, int parentID, const char *name);
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void setKey(int val);
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void reset();
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~SoundComponent() { }
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private:
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std::string _soundName;
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};
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SoundComponent::SoundComponent(Costume::Component *parent, int parentID, const char *filename) :
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Costume::Component(parent, parentID) {
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const char *comma = std::strchr(filename, ',');
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if (comma != NULL) {
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_soundName = std::string(filename, comma);
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} else {
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_soundName = filename;
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}
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}
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void SoundComponent::setKey(int val) {
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switch (val) {
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case 0: // "Play"
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if (!g_imuse->getSoundStatus(_soundName.c_str())) {
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// g_imuse->stopSound(_soundName.c_str());
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// } else {
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g_imuse->startSfx(_soundName.c_str());
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if (g_engine->currScene()) {
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Vector3d pos;
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// TODO: how to get position of actor using that costume component
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// g_engine->currScene()->setSoundPosition(_soundName.c_str(), pos);
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}
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}
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break;
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case 1: // "Stop"
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g_imuse->stopSound(_soundName.c_str());
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break;
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case 2: // "Stop Looping"
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g_imuse->setHookId(_soundName.c_str(), 0x80);
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break;
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default:
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warning("Unknown key %d for sound %s\n", val, _soundName);
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}
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}
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void SoundComponent::reset() {
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g_imuse->stopSound(_soundName.c_str());
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}
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Costume::Costume(const char *filename, const char *data, int len, Costume *prevCost) :
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_fname(filename) {
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TextSplitter ts(data, len);
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ts.expectString("costume v0.1");
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ts.expectString("section tags");
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int numTags;
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ts.scanString(" numtags %d", 1, &numTags);
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typedef char tag[4];
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tag *tags = new tag[numTags];
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for (int i = 0; i < numTags; i++) {
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int which;
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tag t;
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ts.scanString(" %d '%c%c%c%c'", 5, &which, &t[0], &t[1], &t[2], &t[3]);
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std::memcpy(tags + which, t, 4);
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}
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ts.expectString("section components");
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ts.scanString(" numcomponents %d", 1, &_numComponents);
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_components = new Component *[_numComponents];
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for (int i = 0; i < _numComponents; i++) {
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int id, tagID, hash, parentID;
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int namePos;
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const char *line = ts.currentLine();
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if (std::sscanf(line, " %d %d %d %d %n", &id, &tagID, &hash, &parentID, &namePos) < 4)
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error("Bad component specification line: `%s'\n", line);
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ts.nextLine();
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// Check for sharing a main model with the previous costume
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if (id == 0 && prevCost != NULL && std::memcmp(tags[tagID], "mmdl", 4) == 0) {
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MainModelComponent *mmc = dynamic_cast<MainModelComponent *>(prevCost->_components[0]);
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if (mmc != NULL && mmc->_filename == std::string(line + namePos)) {
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_components[id] = new MainModelComponent(line + namePos, mmc->_obj, mmc->_hier);
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continue;
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}
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}
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_components[id] = loadComponent(tags[tagID], parentID == -1 ? NULL : _components[parentID], parentID, line + namePos);
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}
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delete[] tags;
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for (int i = 0; i < _numComponents; i++)
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if (_components[i] != NULL)
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_components[i]->init();
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ts.expectString("section chores");
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ts.scanString(" numchores %d", 1, &_numChores);
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_chores = new Chore[_numChores];
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for (int i = 0; i < _numChores; i++) {
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int id, length, tracks;
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char name[32];
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ts.scanString(" %d %d %d %32s", 4, &id, &length, &tracks, name);
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_chores[id]._length = length;
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_chores[id]._numTracks = tracks;
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std::memcpy(_chores[id]._name, name, 32);
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printf("Loaded chore: %s\n", name);
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}
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ts.expectString("section keys");
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for (int i = 0; i < _numChores; i++) {
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int which;
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ts.scanString("chore %d", 1, &which);
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_chores[which].load(this, ts);
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}
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}
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Costume::~Costume() {
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stopChores();
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for (int i = _numComponents - 1; i >= 0; i--)
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delete _components[i];
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delete[] _chores;
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}
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Costume::Component::Component(Component *parent, int parentID) {
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_parentID = parentID;
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setParent(parent);
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}
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void Costume::Component::setParent(Component *newParent) {
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_parent = newParent;
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_child = NULL;
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_sibling = NULL;
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if (_parent != NULL) {
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Component **lastChildPos = &_parent->_child;
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while (*lastChildPos != NULL)
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lastChildPos = &((*lastChildPos)->_sibling);
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*lastChildPos = this;
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}
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}
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void Costume::Chore::load(Costume *owner, TextSplitter &ts) {
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_owner = owner;
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_tracks = new ChoreTrack[_numTracks];
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_hasPlayed = _playing = false;
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for (int i = 0; i < _numTracks; i++) {
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int compID, numKeys;
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ts.scanString(" %d %d", 2, &compID, &numKeys);
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_tracks[i].compID = compID;
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_tracks[i].numKeys = numKeys;
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_tracks[i].keys = new TrackKey[numKeys];
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for (int j = 0; j < numKeys; j++) {
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ts.scanString(" %d %d", 2, &_tracks[i].keys[j].time, &_tracks[i].keys[j].value);
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}
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}
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}
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void Costume::Chore::play() {
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_playing = true;
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_hasPlayed = true;
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_looping = false;
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_currTime = -1;
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}
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void Costume::Chore::playLooping() {
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_playing = true;
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_hasPlayed = true;
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_looping = true;
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_currTime = -1;
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}
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void Costume::Chore::stop() {
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if (!_hasPlayed)
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return;
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_playing = false;
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_hasPlayed = false;
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for (int i = 0; i < _numTracks; i++) {
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Component *comp = _owner->_components[_tracks[i].compID];
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if (comp != NULL)
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comp->reset();
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}
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}
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void Costume::Chore::setKeys(int startTime, int stopTime) {
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for (int i = 0; i < _numTracks; i++) {
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Component *comp = _owner->_components[_tracks[i].compID];
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if (comp == NULL)
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continue;
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for (int j = 0; j < _tracks[i].numKeys; j++) {
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if (_tracks[i].keys[j].time > stopTime)
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break;
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if (_tracks[i].keys[j].time > startTime)
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comp->setKey(_tracks[i].keys[j].value);
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}
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}
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}
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void Costume::Chore::update() {
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if (!_playing)
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return;
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int newTime;
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if (_currTime < 0)
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newTime = 0; // For first time through
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else
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newTime = _currTime + g_engine->frameTime();
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setKeys(_currTime, newTime);
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if (newTime > _length) {
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if (!_looping) {
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_playing = false;
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} else {
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do {
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newTime -= _length;
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setKeys(-1, newTime);
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} while (newTime > _length);
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}
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}
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_currTime = newTime;
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}
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Costume::Component *Costume::loadComponent (char tag[4], Costume::Component *parent, int parentID, const char *name) {
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if (std::memcmp(tag, "mmdl", 4) == 0)
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return new MainModelComponent(parent, parentID, name);
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else if (std::memcmp(tag, "modl", 4) == 0)
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return new ModelComponent(parent, parentID, name);
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else if (std::memcmp(tag, "cmap", 4) == 0)
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return new ColormapComponent(parent, parentID, name);
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else if (std::memcmp(tag, "keyf", 4) == 0)
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return new KeyframeComponent(parent, parentID, name);
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else if (std::memcmp(tag, "mesh", 4) == 0)
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return new MeshComponent(parent, parentID, name);
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else if (std::memcmp(tag, "luav", 4) == 0)
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return new LuaVarComponent(parent, parentID, name);
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else if (std::memcmp(tag, "imls", 4) == 0)
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return new SoundComponent(parent, parentID, name);
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else if (std::memcmp(tag, "bknd", 4) == 0)
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return new BitmapComponent(parent, parentID, name);
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else if (std::memcmp(tag, "mat ", 4) == 0)
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return new MaterialComponent(parent, parentID, name);
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else if (std::memcmp(tag, "sprt", 4) == 0)
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return NULL;// new SpriteComponent(parent, parentID, name);
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error("Unknown tag '%.4s', name '%s'\n", tag, name);
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return NULL;
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}
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void Costume::stopChores() {
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for (int i = 0; i < _numChores; i++)
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_chores[i].stop();
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}
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int Costume::isChoring(int num, bool excludeLooping) {
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if (_chores[num]._playing && !(excludeLooping && _chores[num]._looping))
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return num;
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else
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return -1;
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}
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int Costume::isChoring(bool excludeLooping) {
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for (int i = 0; i < _numChores; i++) {
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if (_chores[i]._playing && !(excludeLooping && _chores[i]._looping))
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return i;
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}
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return -1;
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}
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void Costume::setupTextures() {
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for (int i = 0; i < _numComponents; i++)
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if (_components[i] != NULL)
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_components[i]->setupTexture();
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}
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void Costume::draw() {
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for (int i = 0; i < _numComponents; i++)
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if (_components[i] != NULL)
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_components[i]->draw();
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}
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void Costume::update() {
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for (int i = 0; i < _numChores; i++)
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_chores[i].update();
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for (int i = 0; i < _numComponents; i++) {
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if (_components[i] != NULL) {
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_components[i]->setMatrix(_matrix);
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_components[i]->update();
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}
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}
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}
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void Costume::setHead(int joint1, int joint2, int joint3, float maxRoll, float maxPitch, float maxYaw) {
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_head.joint1 = joint1;
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_head.joint2 = joint2;
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_head.joint3 = joint3;
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_head.maxRoll = maxRoll;
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_head.maxPitch = maxPitch;
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_head.maxYaw = maxYaw;
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}
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void Costume::setPosRotate(Vector3d pos, float pitch, float yaw, float roll) {
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_matrix._pos = pos;
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_matrix._rot.buildFromPitchYawRoll(pitch, yaw, roll);
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}
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